# ----------------------------------------------------------------------------
# cocos2d
# Copyright (c) 2008-2012 Daniel Moisset, Ricardo Quesada, Rayentray Tappa,
# Lucio Torre
# Copyright (c) 2009-2023  Richard Jones, Claudio Canepa
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are met:
#
#   * Redistributions of source code must retain the above copyright
#     notice, this list of conditions and the following disclaimer.
#   * Redistributions in binary form must reproduce the above copyright
#     notice, this list of conditions and the following disclaimer in
#     the documentation and/or other materials provided with the
#     distribution.
#   * Neither the name of cocos2d nor the names of its
#     contributors may be used to endorse or promote products
#     derived from this software without specific prior written
#     permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
# POSSIBILITY OF SUCH DAMAGE.
# ----------------------------------------------------------------------------
from __future__ import division, print_function, unicode_literals


from cocos.shader import ShaderProgram, VertexShader, FragmentShader

__all__ = ['wired']

test_v = '''
varying vec3 position;
void main()
{
  gl_Position = ftransform();
  position = gl_Position.xyz;
}
'''

test_f = '''
uniform vec4 color;
void main()
{
    gl_FragColor = color;
}
'''


def load_shader():
    s = ShaderProgram()
    # s.setShader(VertexShader('test_v', test_v))
    s.setShader(FragmentShader('test_f', test_f))
    return s

wired = load_shader()
